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Bir çeviri sorunu bildirin
- Fixed Door Fire Trap Text not removing itself
- Fixed 90 minute event triggering without warning
- Fixed ZED Pathing after they use teleporter
- Fixed mesh clipping with each other
- Added additional visual warnings when "The Button" is pushed
- Added new playable space within the map
- Lowered both 70 minute & 100 minute event damage
- Corrected the positioning of the 70 & 100 minute event damage so it no longer clips above the basement
- Moved trader to a more central location
- ZED Exit Teleporters have been changed slightly to further prevent them from shooting fireballs from a safe distance
- Some flooring has changed materials to better suit the enviroment and optimise lighting
- There is now 2 Triggers costing $1 that says onscreen "DO NOT UNWELD THE DOOR - TELEPORTER BEHIND YOU - GREEN DOOR" on a 3 minute cooldown
- Fog from the first floor and above has been changed to improve visibility and frame rates
- Lighting has been revamped to improve performance on lower end machines
- Introduction of TIMED EVENTS. These are events that are triggered after a certain amount of time has passed
- The Button Cost reduced to 75,000
- 20 Second Visual warning before being activated
- 20 Second Audio warning before being activated (Must have sound on for this)
- Cooldown Remains at 20 Minutes
- The Button Door Weld Strength reduced to 10% of the fort door strength
- CCTV Has been set up around the map
- Lower level Bridge Traps now cost 1,000 dosh with a 2 minute cooldown
- Lower level Fire Door Trap now costs 2,500 dosh with a 3 minute cooldown
- Upper level Trap activators costs double with the same cooldown period
- The Button Room Door Health Reduced by 25%
- The Button Press Cost Reduced to 250,000 (Was 300,000)
- Removed Collision on ZEDs when heading upto the Sniper Platforms
- Slightly increased delay on ZEDs taking the teleporter upstairs
The Button - 300,000 Dosh
20 Minute cooldown
Kills EVERYTHING Outside of the designated room. At least almost everything
Fixes:
- XM Medic grenade exploit.
- Traps activators fixed.
- Invisible railing into the fort.
- ZEDs should no longer possess the ability to climb through windows
Changes:
- Lower level platforms raised slightly to avoid getting blasted by Mancubus suicide.
(There are some but smaller intentional gaps)
- There are now trap activators in both snipers nests that have a 100% increase in cost to use.
(8,000 and 20,000)
- Lower level Bridge Trap cost reduced to 4,000 dosh.
- ZEDs now have additional teleporters intended to break the choke point (So watch your backs)
- The entry to the upper floor has been widened.
- Traps activators have a 60 second cooldown per activator.
- Door Health increased. Weld Strength Decreased.